Reorder fvi_sub object type tests
Two tests in series examined the object for a type of OBJ_ROBOT. Fold the test together. The next test also examines ->type. Move that to an else since it cannot be true if the first test was true.
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@ -583,11 +583,13 @@ static vm_distance_squared check_vector_to_object(vms_vector &intp, const vms_ve
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fix size = obj.size;
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auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
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if (obj.type == OBJ_ROBOT && Robot_info[get_robot_id(obj)].attack_type)
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size = (size*3)/4;
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if (obj.type == OBJ_ROBOT)
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{
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if (Robot_info[get_robot_id(obj)].attack_type)
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size = (size*3)/4;
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}
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//if obj is player, and bumping into other player or a weapon of another coop player, reduce radius
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if (obj.type == OBJ_PLAYER &&
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else if (obj.type == OBJ_PLAYER &&
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(otherobj.type == OBJ_PLAYER ||
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((Game_mode & GM_MULTI_COOP) && otherobj.type == OBJ_WEAPON && otherobj.ctype.laser_info.parent_type == OBJ_PLAYER)))
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size = size/2;
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@ -849,18 +851,18 @@ static fvi_hit_type fvi_sub(vms_vector &intp, segnum_t &ints, const vms_vector &
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// If this is a robot:robot collision, only do it if both of them have attack_type != 0 (eg, green guy)
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if (thisobjnum->type == OBJ_ROBOT)
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{
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if (objnum->type == OBJ_ROBOT)
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#if defined(DXX_BUILD_DESCENT_I)
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if (!(Robot_info[get_robot_id(objnum)].attack_type && Robot_info[get_robot_id(thisobjnum)].attack_type))
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#endif
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// -- MK: 11/18/95, 4claws glomming together...this is easy. -- if (!(Robot_info[Objects[objnum].id].attack_type && Robot_info[Objects[thisobjnum].id].attack_type))
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continue;
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if (thisobjnum->type == OBJ_ROBOT && Robot_info[get_robot_id(thisobjnum)].attack_type)
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fudged_rad = (rad*3)/4;
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if (Robot_info[get_robot_id(thisobjnum)].attack_type)
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fudged_rad = (rad*3)/4;
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}
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//if obj is player, and bumping into other player or a weapon of another coop player, reduce radius
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if (thisobjnum->type == OBJ_PLAYER &&
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else if (thisobjnum->type == OBJ_PLAYER &&
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((objnum->type == OBJ_PLAYER) ||
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((Game_mode&GM_MULTI_COOP) && objnum->type == OBJ_WEAPON && objnum->ctype.laser_info.parent_type == OBJ_PLAYER)))
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fudged_rad = rad/2; //(rad*3)/4;
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